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Hey folk, Hope all is well.
Working on a close-up shot, Where a snake penetrates through some sand. I like to achieve a gentle and realistic interaction between the two objects, Effects of sand rolling on the snake and each other is desired too of course. However I'm clueless of how this possibly could be achieved.
Please check the attached scene below. , Any help or hint would be greatly appreciated.
grain_init.hipnc

Hey magicians,
I'm new to redshift, I'm trying to generate some sort of glossy particles to add some sexyness, but I can't get the desired result.
What I tried is making 2 instances, 1 with the full point cloud, and the other with the glossy ones, but I can't make them to pop like the references.
References:
}
What I have so far:
Thanks!

Hi!
I'm a student at NAD in Montreal and I'm trying to learn Houdini.
I have a project in which I need to simulate sand on top of a falling rocks RBD simulation, which is on top of a FEM sim. (The FEM is the deforming ground)
So I cached every collision objects with the CollisionSource node (with 4 substeps to match de grain solver).
Now, if I simulate the sand, it explode on random frames. (see flipbook here: password: sandsim
This is my second attempt and it still explode (at fist I used 10 substeps)
Does somebody have any ideas on what could be the issue?
Thanks
MountainGrowth_47.hipnc

Hello all, I have a sand set up based on points being advected by vdb vel. The results come out nice enough but the motion is too fast. I need the speed sim/solver speed to remain the same though to retain the kind of details I'm getting so I can't just multiply the fps down in the solver to cheap a slow-mo effect.
What I'm looking for is to simply retime the points post-cache and make my cache slow-mo, which actually works using a timewarp (I just stretched the output range an extra few hundred frames) -- The slo mo effect is achieved but there is obvious stepping in between frames where the cache will freeze and play ever other frame (due to the stretching)
To avoid this kind of stepping I tried using a timeblendql, which seems to have almost worked but because my points are dying and being deleted based on age, the timewarp breaks. Timewarpql has a neat feature where you can use the v of the point to blend between subframes, but since I'm inheriting my point v from the vdb vel its not as accurate is if you were using a trail sop, and again the trail sop breaks in my scenario because of the points being deleted perhaps based on age..
I can smooth the points together in post with nuke using a frameblend and you don't see the stepping... But i'm sure there is a proper and procedural way to interpolate between the substep frames of the point between A + B... just not sure how to go about this and I am having trouble finding a reference on the net. It would also be nice to have this setup on hands in the future.
Thanks for all your time!

Hi,
I am trying to make particles fly off a moving figure. so for example if he throws his arms in the air i want particles to fly of like sand. What is the best appraoch to this? I have tried using the trail node and attract pop but every time at some point no more particles emmit and just the ones that should fall to the ground are moved by the figure. I put a link to a flipbook render below.
thanks
test_Two_grain.mov

Hello Houdini community,
I was wondering if anyone had had the idea of using the new oceans tools to do sand effects.
I am trying to figureout the best way to set up an object in a vast desert that is rising up through the sand. A number of years ago I took Spencer Leuders class on CG workshops using fluids and one of his classes used vops to manipulate the fluid to behave like sand. My thought is to take a similar approach but do it to a flip tank with an object rising from underneath the sand.
This is how I think it should be setup, but don’t know if it’s the best way to do it. I would love any tips.
Thank you guys for your time.
Object rising.mov
Ocean_Sand_v01.hip

Hi everyone, long time lurker, but i've finally started using Houdini so I decided to actually join this forum. Although completely out of my depth I'm having a lot of fun with it!
I was wonderng if someone would be kind enough to break down the first 20ish seconds of this -
I've successfully set up particle morphs from object a to b along a curve and played with turbulence and so on, but I'm unsure how to emit from a point into an object with such force as this. I'm not trying to copy, but I'm working on something for University and i'd like to achieve an effect such as this.
Sorry I'm rambling, I'm very new to actually using Houdini.. I'll stop here.

Hello all,
I am trying to figure out how to create a procedural shader that looks like sand (Applied to geometry, not particles)
Are there any posts that you guys can point me to that would help me know where to start?
Thank you
Sand shader for dunes_v01.hip

Hey Guys,
this is the first visualisation of a project for school. It's a Floating Island which has 4 different areas. A grasland, a sand desert, a swamp area and on top of the mountain an ice land.
The base geometry was made with WorldMachine 2 and also the base textures were made with this tool. After that, the base textures were edited in PS.
All of this data was then imported in Houdini and things like clouds and plants were added. Also the shading, lighting and rendering was done in Houdini with Mantra.
This is my first project in Houdini,
Greetings Chrizzo
Floating Island_Konzept_V1.0_Ani_01.mp4

okay so i've got a little issue here... I have FINALLY (After 30 hours of twiddling) got a really nice fairly stable sand grains anim going that interacts nicely with my char.
so i've got my node network which is a basic off the shelf grains upres... i'm trying to wrap my head around whats happening in setseed_adjust_scale attribute wrangle node but i cant suss it out
anyway what i want to do is vary the scale of my upres particles making some bigger and some smaller. so in my head i drop in a new attribute wrangle node (circled red in the pic) and i add the following:
float @pscale = 1;
@pscale = rand (0.002, 0.006);
and BLAM! my pc fan after 30 seconds nearly ran out the window screaming!!!!! Its done this twice now and just locks up hou and the pc!
so i'm properly stuck here - i cant figure out how to vary the scale of those upres particles - they are all the same size Anyone got any ideas on how to adjust this?
ta
ant

hi everyone i have a small issue here with my sand grains (wet grains) - i'm trying to get my mesh to collide with them but they seem to be jumping about a fair bit as the character moves. I'm not sure what i can do to adjust this jumping about does anyone have any ideas?
playblast below to show you what i mean. I cant share the scene file right now sorry but the jumping of particles is quite noticeable here
ip.mp4

As nobody answered my previous post (no hard feelings ), here I am again.
I have made some progress with sand/grain but I'm still not sure of the process.
In this new file I'm trying to have the sand to gradually blow away .
I'm using a PopForce to move my particles and I'm controlling the v@Force Attribute with a voppop.
I'm using a ramp based on Y and a turbulence noise to set the @force value as I would like the sand to start blowing randomly from the top and slowly go down the pile of sand.
But I have 2 problems.
1- because the noise and the ramp are based on position, the particles enter and exit the noise/value
2- the noise is fading to quickly, I think I need to add a fit node to compensate.. but I can't figure it out.
Here is my ramp/noise test (on a volume).
PS: my previous post was about sand disintegration.
and I attached a Hip of my scene.
Please Help me out!
sandtest_forceRandom.hiplc

Hello,
I'm trying to get a logo to dissolve/disintegrate into sand.
Like it is made out of sand and something is eating out the outside shell and the sand is pouring out.
In the attached file I was first trying to use a geometry and use attribute transfer to set the force of a popforce.
as I would like to use in the future a more random/noisy pattern.
I'm not exactly sure if my expression is wrong, if my whole set up is wrong.
I tried to look around for tutorials or thread but couldn't find any.
Any idea, suggestion or links would be greatly appreciated.
thanks
bil
Sand_Desintegration01.hipnc

Hey guys
I'm currently playing around with Houdini so please excuse any silly questions. At the moment I'm trying to figure out if I can cull/delete any particles that aren't bound by constraints in my sand solver test.
The setup is pretty basic but those pesky particles that fall off like debris aren't what I was trying to achieve; I kinda just wanted it to split into two separate pieces. Not sure how to approach it, but will try to read around it and figure it out.
Any help would be amazing though!
Thanks in advance

Hello everyone !
I'm trying to get an object impact sand. To achieve this kind of effect I planned to create a setup based on this great idea: https://vimeo.com/155198661
Here is what I have so far:
Unfortunately I lack the maths to go further. What I need is to spread my velocity vectors outward from the collision mesh and also to remove any vectors that are "BEHIND" the motion.
I was wondering if there was a way to ramp down the density using a volume VOP and the BB attribute but no luck so far, or find a way to emit more grain at the front, avoid a constant emission within the volume.
Do you guys have any suggestions ?
Cheers !
sand.avi
collide_setup_01.hipnc

Hi everyone!
I would like to share our student short-movie, we done all the FX with Houdini and some render as well. (PDB, RBD, Smoke, POP Particle)
link : https://www.youtube.com/watch?v=7HS6V0S7YbM
We would like to thank again all the people who helped us accomplish our goals and make this short film. Without them we would never had won so many prizes (12 nominations, 3 prizes, broadcasted on canal+ & Futuroscope)!
Thank you to OdForce, Houdinimatic, Houdini Forum and a huge thank you for the free licences that were provided Houdini
We would never be able to do this movie without you!
Fell free to share it !

Hello there! I'm new to this forum soo.. nice to meet you guys! Hah anyway, the effect that I want to achieve is like those guns shooting onto Sand, but to make it a digital asset
Here are some of my references for the effect.
Transformers Fighting Scorponok with sabot rounds
Around 1:24.
In my file, I used paint to paint the areas where I want the impact to be (From there I emit my particles). I want to make the painted areas (The one that is white has the most velocity, while the black coloured ones has the least velocity). Somehow my POPVOP didn't work. What I want to do:
1. Controlling the force/velocity of the particles (How big the impact of the shoot on the ground can be, the sand shooting upwards)
2. Controlling the distance of how far the particles can go (and then loses its velocity).
I know it's too much to ask for, but I hope I get some headstart example file or something, or some advice/notes on how to get the effect. Would be great if you could help out!
impact.hipnc

I am trying to create a basic particle system with spring-mass constraints based on Hooke's law with the aim of creating some granular simulations. I am still learning Houdini so i'm just trying to assess the options to achieve this..
Could I just use a popWrangle to update forces and velocities inside a popnet? Or would it be better to use gas microsolvers?
The ultimate goal is to achieve this!:
baby steps first though..

Hey Guys,
I've recently had to investigate simulating sand.
I've manage to find a work around by combining a few different techniques which seem to work for the shot, however i came across the Gas Sand Forces Micro solver and would love to know how to implement it.
I don't know if the micro solver will do what i want, I'm doubtful that it will.
Either way i would love to know:
A ) What it was designed/used for ?
B ) How it can be implemented ?
I'm hopeful that it plays well with the Flip Solver, although I have a feeling that its something left over from the old "sand" solver, that the the new Flip solver is based off and it being legacy...
Any insight would be great!
Cheers!